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Good DLC story content material tends to be stuff that meets these common standards:
- Is self-contained (i.e. the essential path of the core recreation stays a whole expertise)
- Provides extra context and lore to the principle recreation
- Is sufficiently massive in scope that the gamers really feel like they’ve achieved one thing
- Has some fanservice for the core followers (Non-obligatory)
These necessities usually imply that any concepts for the DLC can begin from bits and items of minimize mainline content material, however usually wants some vital massaging with the intention to get it to some extent the place we would like it. We’d repurpose some quests and a few rewards for the story DLC, however we might have to mix a number of items and rejigger a few of the story with the intention to get to enough essential mass for the DLC to really feel substantial sufficient. It’s often simpler to begin with ideas from minimize content material, since we’d already began creating it earlier than we realized it wasn’t excessive sufficient precedence to complete.
We can also’t all the time repurpose previous content material for the story DLC. Like.. for instance, if there’s some kind of new unifying recreation mechanic within the DLC or growth (suppose artifact weapons in WoW Legion), we might must construct content material round that new mechanic and previous stuff would possibly take an excessive amount of effort to repurpose. The idea behind the previous stuff won’t match or won’t be enjoyable anymore as a result of the sport design went a distinct path from after we initially got here up with the minimize content material. The minimize content material may be too huge in scope – a significant recreation mechanic or component that we don’t have room to completely flesh out throughout the scope of the DLC. That kind of concept would possibly truly be again burnered for a brand new recreation or full growth, relatively than DLC.
Typically, what we care about is making a cohesive, partaking, and self-contained expertise that lasts for at the very least a few hours. We’ve a restricted quantity of improvement time to try this, so we attempt to match what we will into it. That prioritization means determining what we will repurpose from the minimize content material pile and what we have to construct that’s fully new. That’s largely as much as DLC management maintaining tight management, sustaining a very good imaginative and prescient for the content material, and coordinating with the mainline improvement management.
The FANTa Venture is at present on hiatus whereas I’m crunching at work too busy.
[What is the FANTa project?] [Git the FANTa Project]
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